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Technical Essential Mathematics for Games and Interactive Applications: A Programmer's Guide

Posted on 2010-03-15




Name:Technical Essential Mathematics for Games and Interactive Applications: A Programmer's Guide
ASIN/ISBN:155860863X
Language:English
   Technical Essential Mathematics for Games and Interactive Applications: A Programmer's Guide

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Essential Mathematics for Games and Interactive Applications: A Programmer's Guide (The Morgan Kaufmann Series in Interactive 3d Technology) (The Morgan Kaufmann Series in Interactive 3d Technology) By James M. Van Verth, Lars M. Bishop, Publisher: Morgan Kaufmann

Number Of Pages: 676

Publication Date: 2004-03-25

Sales Rank: 36602

ISBN / ASIN: 155860863X

EAN: 9781558608634

Binding: Hardcover

Manufacturer: Morgan Kaufmann

Studio: Morgan Kaufmann

Average Rating: 4.5 "Even though I've worked with these systems for years, I found new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely usefulit gives them a solid background in pretty much every area they need to understand." Peter Lipson, Toys for Bob, Inc. Based on the authors popular tutorials at the Game Developers Conference, Essential Mathematics for Games and Interactive Applications presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix read.freeduan.com manipulation and expands on this foundation to cover such topics as texture filtering, interpolation, animation, and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. *Covers concepts in sufficient detail for a programmer to understand the foundations of 3D without feeling overwhelmed by proofs and theory

*Companion CD-ROM with code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction

*Provides guidance for students trying to understand how games are actually developed, including optimization techniques

Contents:

Preface

The Adventure Begins

Those Who Helped Us Along The Road

Introduction

The (continued) Rise Of 3d Games

How To Read This Book

Part I, Core Mathematics

Part II, Rendering

Part III, Animation

Part IV, Simulation

Appendices

Interactive Demo Applications

Support Libraries

Math Libraries

Engine And Rendering Libraries

References And Further Reading

Part I - Core Mathematics

Vectors And Points

Introduction

Vectors

Vectors As Geometry

Real Vector Spaces

Linear Combinations And Basis Vectors

Basic Vector Class Implementation

Vector Length

Dot Product

Gram-schmidt Orthogonalization

Cross Product

Triple Products

Points

Points As Geometry

Affine Spaces

Affine Combinations

Point Implementation

Polar And Spherical Coordinates

Lines

Definition

Parameterized Lines

Generalized Line Equation

Collinear Points

Planes

Parameterized Planes

Generalized Plane Equation

Coplanar Points

Polygons And Triangles

Chapter Summary

Linear Transformations And Matrices

Introduction

Linear Transformations

Definitions

Null Space And Range

Linear Transformations And Basis Vectors

Matrices

Introduction To Matrices

Simple Operations

Vector Representation

Block Matrices

Matrix Product

Transforming Vectors

Combining Linear Transformations

Identity Matrix

Performing Vector Operations With Matrices

Implementation

Systems Of Linear Equations

Definition

Solving Linear Systems

Gaussian Elimination

Matrix Inverse

Definition

Simple Inverses

The Determinant

Definition

Computing The Determinant

Determinants And Elementary Row Operations

Adjoint Matrix And Inverse

Chapter Summary

Affine Transformations

Introduction

Affine Transformations

Definition

Representation

Standard Affine Transformations

Translation

Rotation

Scaling

Reflection

Shear

Applying An Affine Transformation Around An Arbitrary Point

Transforming Plane Normals

Using Affine Transformations

Manipulation Of Game Objects

Matrix Decomposition

Avoiding Matrix Decomposition

Object Hierarchies And Scene Graphs

Object Hierarchies

Scene Graphs

Chapter Summary

Real-world Computer Number Representation

Introduction

Representing Integral Types On A Computer

Finiteness Of Representation

Range

Representing Real Numbers

Approximations

Precision And Error

Fixed Point

Introduction

Basic Representation

Range And Precision

Addition And Subtraction

Multiplication

Division

Real-world Fixed Point

Intermediate Value Overflow And Underflow

Limits Of Fixed Point

Fixed Point Summary

Floating-point Numbers

Review: Scientific Notation

A Restricted Scientific Notation

Binary scientific Notation& 382;

Ieee 754 Floating-point Standard

Basic Representation

Range And Precision

Arithmetic Operations

Special Values

Very Small Values

Catastrophic Cancelation

Double Precision

Real-world Floating Point

Internal Fpu Precision

Performance

Ieee Specification Compliance

Code

Chapter Summary

Part II - Rendering

Viewing And Projection

Introduction

The View Frame And View Transformation

Defining A Virtual Camera

Controlling The Camera

Constructing The View Transformation

Projective Transformation

Definition

The View Frustum

Normalized Device Coordinates

Homogeneous Coordinates

Perspective Projection

Oblique Perspective

Orthographic Parallel Projection

Oblique Parallel Projection

Culling And Clipping

Why Cull Or Clip?

Culling

General Plane Clipping

Homogeneous Clipping

Screen Transformation

Picking

Management Of Viewing Transformations

Chapter Summary

Geometry, Shading, And Texturing

Introduction

Color Representation

The Rgb Color Model

Colors As
Rating:

2.5 out of 5 by

 
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